Nu-Earth Comes to Mega-City One

However, knowing gamers as we do, you are going to want to get these models onto the battlefield and see how they stack up against the toughest fighhters Mega-City One can offer! We therefore present these rules for you to use during your games. You can also download a PDF of these rules here.

The small forces and campaign rules in the Judge Dredd miniatures game are readily adaptable to Rogue Trooper and the battlefields of Nu-Earth, and I am sure many of you are just dying to get your new Rogue trooper models in your games of Judge Dredd!

Using Rogue Trooper Models

If you have a few Souther or Nort soldiers to hand, you may want to build a force to suit an ongoing Judge Dredd campaign. We will be releasing full force lists at a later date but, for now, you can begin putting your own forces together using the guidelines here.

Alternatively, you can simply build one-off forces and match them against each other, or the best Mega-City One has to offer!

Judge Dredd Equipment

The following restrictions apply to Rogue Trooper models.

Only the following close combat weapons may be purchased; axe, cleaver, club, knife, large club

Only the following pistol weapons may be purchased; handgun

Only the following rifle weapons may be purchased; laser rifle, stump gun

Any grenade weapons may be purchased

No heavy weapons or armour may be purchased

Only medi-kits, stimpaks and rifle scopes may be purchased from equipment

Any cybernetics may be purchased

Justice Department weapons and equipment are not available…

Judge Dredd Talents

The following Talents trees may not be used.

Connected

Healthy Body, Healthy Mind

Biker Groove

Midnight Surfer

No Judge Talents are permitted

No Psi Talents are permitted

Fighting on Nu-Earth

If you decide to stage a battle on Nu-Earth (or some other hostile alien world), we suggest using the following rules for your Nort and Souther Heroes. Rogue himself is, of course, immune!

The very atmosphere on Nu-Earth, poisoned by years of chemical and biological warfare, is lethal. Exposure will kill within seconds. This makes rips and tears in chemsuits a matter of supreme terror for soldiers on Nu-Earth, as even a scratch from a vibro-dag can cause almost instant death. Even with armoured chemsuits, the only hope of survival from such a hit is to quickly patch the hole before the poisoned atmosphere can make its way into the suit!

If a model with more than one Hit receives any damage from any attack, it must make an immediate Agility check. Failure will result in the model being removed as a casualty as it is overcome by poison gases.

May be purchased up to 200 Credits of weapons, armour and equipment, including a Camouflage Cape, Plasma Spheres and Micro-Mines.

Genetically Engineered: Rogue automatically passes all Will to Fight checks. In addition, he counts as having a Respirator, ignores the poisoned atmosphere of Nu-Earth and is never removed for failing to apply a seal on his chemsuit (he does not wear one!).

Bagman: Bagman always has an abundance of kit and will never let Rogue run out of any item during battle. He allows Rogue to re-roll any failure of Limited Ammo, as well as allowing him to carry any purchased equipment.

Gunnar: As a Special action, Rogue may place Gunnar in a suitable location to watch for enemies – and shoot them! Gunnar may only perform one Shoot action in each turn, and may only attack targets within his front arc (treating him as if he were a vehicle for this). Rogue cannot, of course, use Gunnar himself until he picks him up again by moving into contact with the weapon and performing another Special action.

Helm: Keeping a watchful eye out for nearby enemies, Helm allows Rogue to make unlimited Reactions in each turn.

Weapon

Damage

AP

Special Rules

Cost

Las-Knife

1

-5

20

Weapon

Range

Shooting Dice

Damage

AP

Special Rules

Cost

Gunnar

24”

3D

2

-2

–

Weapon

Range

Shooting Dice

Damage

AP

Special Rules

Cost

Plasma Spheres

10”

1D

1

-2

Explosive 2, Limited Ammo 3

20

Camouflage Cape (30 Credits): This requires a Special action to don and take off. While worn, Rogue gains the benefit of the Silent Action and Infiltrator Talents.

Micro-Mines (20 Credits): These can be dispensed, just once per game, as a Special action. Until Rogue takes a Move or Charge action, any model approaching within 6” of him will automatically be attacked by as many Shooting Dice as it moved in inches, with Damage 1 and AP –1.